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Thread: 1.2/1.3 Community Buglist

  1. #241
    Ranting madman of the .org Senior Member Fly Shoot Champion, Helicopter Champion, Pedestrian Killer Champion, Sharpshooter Champion, NFS Underground Champion Rhyfelwyr's Avatar
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    Default Re: 1.2 Buglist

    Anyone know the answer to this?

    Does this patch fix the armour upgrades? For example if you upgraded Peasants to padded armour, will their armour change to 4 rather than 1?
    At the end of the day politics is just trash compared to the Gospel.

  2. #242
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    That's not really the place to ask that here you know.
    But if it stops you from asking them in the buglist, no it has not been fixed.
    And it has been reported before too.
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  3. #243
    Member locked_thread's Avatar
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    Default Re: 1.2 Buglist

    edit
    Last edited by locked_thread; 07-18-2008 at 02:56.

  4. #244
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: 1.2 Buglist

    I took Smyrna as the Hungarians, which was a council mission.

    When it fell after a spy let me in, I got a "Mission failed: Another faction took it" message, and I don't think I got my ƒ1,000, either.
    "In war, then, let your great object be victory, not lengthy campaigns."

  5. #245
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Are you sure the order was for you to capture it and not to annex it?
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  6. #246
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by FactionHeir
    Are you sure the order was for you to capture it and not to annex it?
    No, I have to admit. It was occupied by a faction, not bandits, if that makes any difference.
    "In war, then, let your great object be victory, not lengthy campaigns."

  7. #247
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    The thing is, capture means by military action or diplomacy.
    Annex means by diplomacy only.
    However, last I checked (1.01), annex missions still fail even if you successfully buy it from them.
    -> capturing or buying off an annex settlement mission target will return "taken by another faction"
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  8. #248
    Member Member Didz's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by FactionHeir
    Are you sure the order was for you to capture it and not to annex it?
    Good point! I managed to misread one of my missions and captured the city as I thought I had been instructed too, only to fail the mission because all it had really wanted me to do was blockade its port.
    Didz
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  9. #249
    kwait nait Member Monsieur Alphonse's Avatar
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    Default Re: 1.2 Buglist

    I had units get extra experience but they didn't do anything during the battle. They had no casualties, no kills and no prisoners. Look for the levy spearmen

    [IMG][/IMG]


    I lost a papal election to someone with less votes than my candidate.

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  10. #250
    Assassin Member Cowhead418's Avatar
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    Default Sv: 1.2 Buglist

    Sea battles:

    I started a campaign as the Spanish and the French declared war on me. I won some naval battles against them and my naval commander gained a few stars. However, I noticed that during random future battles the command stars would not be there during the pre-battle screen even though the trait is still there. My commander would lose his stars but re-gain them after gaining another trait.

  11. #251

    Default Re: 1.2 Buglist

    Quote Originally Posted by FactionHeir
    The thing is, capture means by military action or diplomacy.
    Annex means by diplomacy only.
    However, last I checked (1.01), annex missions still fail even if you successfully buy it from them.
    -> capturing or buying off an annex settlement mission target will return "taken by another faction"
    I just did a mission that required me to Annex a Portugese settlement (as the English). I've patched to 1.02 and bought the settlement successfully, and succeeded in the mission.

    One weird thing I noticed, was that the HRE gave me a mission to kill their Faction Leader. I engaged his army with a far superior force (after they retreated on the campaign map without accepting the battle the first time) and on the Battle map they retreated over the "boundary" without either side engaging (no losses - no contact). I was "victorious" according to the game, but when I was taken back to the campaign map the HRE faction leaders' Army (and him)"died" and I lost the mission. I take it because he was not killed by me "in Battle". I thought that sucked a bit.....

    Another small gripe was that after losing a siege battle as the attacker (the second wall of a fortress destroyed my rams) My army retreated (on the campaign map after the battle), letting them repair their walls, ballista Towers, gate etc etc. Now i'm no historian, but i'm pretty sure that a besieging army would not have retreated and lifted the siege of the settlement, just because one of their assaults failed. I understand the process is the same as for field battles, but perhaps some change could be made for siege battles where the attackers don't automatically retreat after a loss, unless that loss was from the defenders Sallying out. I also did not benefit from the 300 odd "prisoners" I had taken before the inner wall destroyed my rams.
    Last edited by PapaNasty; 06-18-2007 at 07:35.
    Posted by John_Longarrow
    Plus there is just something fricking cool about fricking elephants with fricking cannons on their heads.

  12. #252
    Amazing Mothman Member icek's Avatar
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    Default Re: 1.2 Buglist

    ai is too passive on strategic map. ive prefer portugal in irland than attacking everyone by myself.

  13. #253
    Member Member Didz's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by PapaNasty
    One weird thing I noticed, was that the HRE gave me a mission to kill their Faction Leader. I engaged his army with a far superior force (after they retreated on the campaign map without accepting the battle the first time) and on the Battle map they retreated over the "boundary" without either side engaging (no losses - no contact). I was "victorious" according to the game, but when I was taken back to the campaign map the HRE faction leaders' Army (and him)"died" and I lost the mission. I take it because he was not killed by me "in Battle". I thought that sucked a bit.....
    I think you will find that these are supposed to be assassination missions, so basically even if you killed the enemy King in battle you would still lose. You have to kill him with an assassin.

    Quote Originally Posted by PapaNasty
    Another small gripe was that after losing a siege battle as the attacker (the second wall of a fortress destroyed my rams) My army retreated (on the campaign map after the battle), letting them repair their walls, ballista Towers, gate etc etc. Now i'm no historian, but i'm pretty sure that a besieging army would not have retreated and lifted the siege of the settlement, just because one of their assaults failed. I understand the process is the same as for field battles, but perhaps some change could be made for siege battles where the attackers don't automatically retreat after a loss, unless that loss was from the defenders Sallying out. I also did not benefit from the 300 odd "prisoners" I had taken before the inner wall destroyed my rams.
    That is a bit unfortunate, one way round this is to keep a small reserve army close to the city and move that in to renew the seige as soon as you lose. That way the enemy don't get a chance to repair before your seige army can march back and finish them off. Likewise, the early versions of the game used to have an option to kill all your prisoners if it looked like you might lose the battle. I've never tried it in MTW2 not sure if it still works.
    Last edited by Didz; 06-20-2007 at 12:52.
    Didz
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  14. #254
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Unconfirmed as (event) occurs rarely:

    When having a force in allied territory, you can rarely get a popup during the ally's turn requesting you to aid him in battle.
    If you accept, your force moves automatically in the ally's territory next to the enemy the ally requested help against.
    Once that occurs, the game gets an unspecified error CTD.
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  15. #255
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Normally, when all the attacker's infantry have been routed and not all gates have been breached in a siege, the attacker loses automatically.
    However, if the attacker has elephants (merc or normal), the siege continues with the attacker unable to get in.

    I believe this is an oversight left over from RTW where elephants could batter down gates - something they can no longer do in M2TW.
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  16. #256
    Member Member WhiskeyGhost's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by FactionHeir
    Normally, when all the attacker's infantry have been routed and not all gates have been breached in a siege, the attacker loses automatically.
    However, if the attacker has elephants (merc or normal), the siege continues with the attacker unable to get in.

    I believe this is an oversight left over from RTW where elephants could batter down gates - something they can no longer do in M2TW.
    hopefully you mean the gun elephants and not the rocket/artillery ones


    "Don't mind me, i happen the have the Insane trait....." -Me

  17. #257
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    I would like to think that I'm not that daft
    Yes, it was arqebusier elephants, not artillery.
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  18. #258

    Default Re: 1.2 Buglist

    Quote Originally Posted by Didz
    I think you will find that these are supposed to be assassination missions, so basically even if you killed the enemy King in battle you would still lose. You have to kill him with an assassin.

    Ahh I didn't even think of that... it just said kill their king... nothing specific about assassinating

    I had been at war with the HRE for about 10 turns, taken 3 of their settlements, and they had been excommed before the heir asked me to kill the leader. I didn't think it would have mattered if he died in Battle or in bed

    I remember that old "kill your prisoners" button in MTW. You could do it even if their was no danger to you. Now that i remember it, it would be nice to have back!
    Posted by John_Longarrow
    Plus there is just something fricking cool about fricking elephants with fricking cannons on their heads.

  19. #259
    Amazing Mothman Member icek's Avatar
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    Default Re: 1.2 Buglist

    1. gallowglasers pwn cavalry
    2. only 1 row fight bug active
    3. lonely generals wandering the map, i have catched first french king with 4 units of longbowmen and he made a suicide attacking stright into palisades, another lonely french general started a siege of 2 level city
    4. every king have a princess charming atribute

  20. #260
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by icek
    1. gallowglasers pwn cavalry
    2. only 1 row fight bug active
    3. lonely generals wandering the map, i have catched first french king with 4 units of longbowmen and he made a suicide attacking stright into palisades, another lonely french general started a siege of 2 level city
    4. every king have a princess charming atribute
    I don't see how any of these are bugs.
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  21. #261
    Amazing Mothman Member icek's Avatar
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    Default Re: 1.2 Buglist

    Well, i you dont mind of 10 people in 100 peoples unit fighting rest cheering, that cavalry unit can produce ram, and generals getin atributes for something they dont have, then you show quit making bugfixes since its useless from very start.

  22. #262
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Err so how do you expect all 100 to fight? There is only so far a man can reach without hitting his mates.
    Cavalry are not just horses either, they are horse + rider. Riders certainly can build rams, but that they cannot dismount is another issue.
    And how do you want to know that the enemy king does not have a charming wife? He might well have been married to a decent charm princess.
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  23. #263

    Default Re: 1.2 Buglist

    Is the fact that only the first row of soldiers fight really a bug? I would have thought that in a box formation only the first row of soldiers in contact with the enemy would be fighting... Although I can see the bug in action more when the units begin to break up, or you move them around the battle a bit before they get a chance to reform. But that was in RTW as well, just not as obvious.

    Recently I started a battle where my army had besieged a town, and in the pre-battle screen it stated that the gates would be open (I had a spy in the city). However, when the battle started, the gates were closed and under the control of the enemy. This has happened a few other times now that I watch for it as well.
    Posted by John_Longarrow
    Plus there is just something fricking cool about fricking elephants with fricking cannons on their heads.

  24. #264
    Member Member Didz's Avatar
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    Default Re: 1.2 Buglist

    Physically, the gates look closed but if you order a unit to move into the city they should open once you get close enough. I think I'm right in saying that the game won't let you order a unit to enter the town unless there is a means of gaining access so you don't need to risk a unit to find out if the gates will open or not.

    The only caution I would raise is that on one occassion I found the gates would not open despite everything else being ok. The oddity about this was that at the time the defenders had a large infantry unit pressed up against the gates and I assumed that this unit was somehow preventing the gates opening by its presence. Once it moved the gates opened normally
    Didz
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  25. #265
    Member Member Ulysses's Avatar
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    Default AW: 1.2 Buglist

    Bought me a brandnew PC for this game...

    Nice eyecandy...
    Potential for best game ever...

    Engine sucks...
    Campaignmap sucks...
    TW sucks...

    Next time I read the buglist before buying the game...
    Ihr seid blind wie junge Katzen...

  26. #266
    Amazing Mothman Member icek's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by FactionHeir
    Err so how do you expect all 100 to fight? There is only so far a man can reach without hitting his mates.
    Cavalry are not just horses either, they are horse + rider. Riders certainly can build rams, but that they cannot dismount is another issue.
    And how do you want to know that the enemy king does not have a charming wife? He might well have been married to a decent charm princess.
    You know what , i think youre just know that you make mystake by answering me and you will defend your so called rights just to not be embarassed. you still dont call it a bug? in 1.1 if you dont have a ram for fortress you couldnt assault it without siege units. and you fall totally for charming one. if its his wife attributes them why those give him a charm+2, its like inquisitor doing trials of merchants that always fails coz merchant dont have a piety attribute.

  27. #267

    Default Re: 1.2 Buglist

    1. A crusade was launched around 1250 against the mongols, the danish sent an army and this army is around Antioch since there to now, 1420. The mongols don't attack it, with more than 5 armies around, but not the case with other armies wich are quickly destroyed. I couldn't call to the crusade since that date.

    2. Problems of translation in the spanish version:

    A. The danish say "We England are so strong for accept your insulting proposal..."
    B. One sentence during the game say: "I speak Spanish to God, Italian to women, French to men, and German to my horse - Charles V King of France
    " Wrong, Charles V emperor of the Sacred Roman German Empire

    3. I pulsed the pause in the middle of a movie of battle (the enemy general was killed) and when return to the battle anything was moving, not the game not the mouse, there was music but not movement, i restart the PC.

    4. The English don't recruit never Longbowmen, wich is highly frustrating. The AI only come to the battle with swordsmen and dismounted nobles, and artillery, but any type of Longbow units.

  28. #268
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by icek
    You know what , i think youre just know that you make mystake by answering me and you will defend your so called rights just to not be embarassed. you still dont call it a bug? in 1.1 if you dont have a ram for fortress you couldnt assault it without siege units. and you fall totally for charming one. if its his wife attributes them why those give him a charm+2, its like inquisitor doing trials of merchants that always fails coz merchant dont have a piety attribute.
    Firstly, you did not mention anything about a ram in 1.1 in your posts and this is a 1.2 buglist, not 1.1.
    Secondly, if you had actually expressed yourself clearly, by saying that the enemy kings have traits that give them points towards charm rather than them having a charming princess trait, people would actually know what you are talking about. Two very different things. I have not seen kings getting charm traits however in 1.2 so i would not know why they do in your game unless you are using any mods.
    Thirdly and lastly, you are wrong that merchants do not have piety. In fact every agent character with exception of priests, heretics and inquisitors have 10 piety.

    Quote Originally Posted by Psiloi
    3. I pulsed the pause in the middle of a movie of battle (the enemy general was killed) and when return to the battle anything was moving, not the game not the mouse, there was music but not movement, i restart the PC.

    4. The English don't recruit never Longbowmen, wich is highly frustrating. The AI only come to the battle with swordsmen and dismounted nobles, and artillery, but any type of Longbow units.
    I had 3 occur to me as well. Very annoying and I agree that this can be classified as a bug. Currently the only way you can continue battle is by pressing any hotkey for pause or increasing game speed. By default that is 'p'.

    As for 4, if the AI gets sufficient funding, it eventually will build longbows. Only currently missile training facilities in castles are very low priority for the AI to build. Possibly this can be changed for factions in the descr_strat.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  29. #269
    Amazing Mothman Member icek's Avatar
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    Default Re: 1.2 Buglist

    well, so be happy that youre english and can talk with everybody with your own language. i would give you screenshot of this charming attribute but i dont think you understand polish. also i end my discussion in this topic on this post so fell free to kick it whatever you like

  30. #270

    Default Re: 1.2 Buglist

    Quote Originally Posted by FactionHeir


    I had 3 occur to me as well. Very annoying and I agree that this can be classified as a bug. Currently the only way you can continue battle is by pressing any hotkey for pause or increasing game speed. By default that is 'p'.

    As for 4, if the AI gets sufficient funding, it eventually will build longbows. Only currently missile training facilities in castles are very low priority for the AI to build. Possibly this can be changed for factions in the descr_strat.
    About the Longbowmen, the AI english faction had built many powerful armies and they had advanced tech in the citadels, so i think isn't a question capabilities but about behaviour that should be corrected. Sorry i have no experience in modding for work with that archive, thanks FactionHeir.

    Talking about the Crusade as i say before, now i think that this shouldn't be called "bug", the Pope have disbanded the crusade so i think that this was a very strange campaign, anymore.

    Turning to the point 2, the translation to spanish, Hungary have the same problem than Denmark, they say "We, England..."

    I forget it: i'm playing 1.2
    Last edited by Psiloi; 06-26-2007 at 14:58.

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